Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - heedicalking

Pages: 1 ... 3 4 5 6 7 [8] 9 10 11 12 13 ... 35
106
General Discussion / Beta discussion?
« on: May 12, 2010, 03:21:33 PM »
What is it? I don't think it was anything like the evidence locker (which was actually the fail bin)
http://forum.blockland.us/index.php?topic=110358.msg2230232#msg2230232

The fail bin is board 38
http://forum.blockland.us/index.php?board=38
The beta discussion is board 18
http://forum.blockland.us/index.php?board=18

107
Drama / Deathwishez- I'm out to get you, heed
« on: May 11, 2010, 05:06:50 PM »
I let them die.

I target Heedicalking.
I promised Heedicalking that I wouldn't tell anyone that he had love with his neighbor's dog.
Idoits
handicaps
Noobs
Add-On Spam
Gui Spam
Spam in general
Brick Spam
JPEG Avatars
Whores
Heedicalking
I like to troll the forums.
My add-ons are stuff.
I always think I am right.

Who am I?
(No doubt referring to me)

He also keeps on 'bragging' about his pelican all over the topic. He seems to be trying to recruit a militia of people to agree that my pelican sucks and his will be better. He is using my topic as a progress log and then saying that the reason I am mad is because his is better. No, I'm mad because he and brickmaster don't shut up about the pelican you have spammed my topic about for 2 months and counting.
"WHEN WILL YOU REELEWASEI T PWNS!!!"
"Later today"
"WHAT FEATURES WILL IT HAVE"
"A drivable roosterpit with shooting unlike heed's"
"OMG THIS PWNS HEEDS HAHA HEEDS SUCKS"

He sent me the pelican model asking me to get it working for him because he had no clue how to. I was nice and decided I would get it working for him. I then send him the zip and he pretty much says "It sucks, send me the .blend file" I later choose to help him out in a topic where he was asking how to make a turret. I told him how, provided the code which he needed to mount it, and a code he needed to make it shoot, and he goes "Your stuff sucks I won't accept help from you I would rather take it from pandan." I attempt to help him in various other topics, giving him suggestions on improving his map, helping him with his contrail, giving him suggestions on stuff for the star wars tdm, but he still makes stupid remarks
I promised Heedicalking that I wouldn't tell anyone that he had love with his neighbor's dog.


Hmm...

Doesn't the Pilot control it in Halo? Besides, the setup Heed has is crap.
Referring to the turret in the front that shoots, even though the pilot DOES control it in mine.
He keeps saying his stuff is far better but he hasn't shown anyone anything:
Haha. Wanna loving bet? I had The Russian beta test my verison, and he said that it kicks your stolen forgeted up pelican's ass. I plan on releasing it once I get it to be super beastly rather than beastly.
As soon as I get my computer back, I plan on uploading my version. I've got a better model, jets, lovey turning, and contrail lines.
(2 months ago)
I think you're just pissed that people want my Pelican more than yours.

Also, the pelican is 95% done. I just need to tweak some values after I get home.
He uses the star wars TDM project as leverage to his own means.
"Well guys, I have a lot of poeple that really want my help, but I was caught stealing models so I am going to stop attempting to help everyone, lock the thread, remove the website, and leave everyone hanging"

Zloff does a pretty good job summing this guy up. (bolded)
Ya know Death, I used to think that you were a good guy. Now I think you're an idiot. Heed already made a Pelican, why are you even making one? I honestly think that you are an attention whore, judging on those replies that you keep posting. I laugh at your immature attitude. Leave this topic and go start your own if it's so good, you jerk.

"Oh, mine is better than his. I think I'll advertise on his topic and flame and annoy him to get noticed, then brag to make myself look cool!" Guess who I'm imitating?

Oh, and don't think that I'm trying to suck up to Heed. I'm simply using my common sense, something you must not be capable of.

108
Games / Everquest 2
« on: May 05, 2010, 07:29:03 PM »
*I plan on making this a formal thread once I see if people care or not

There is not much to explain, but looking it up will tell you alot about it. Like any other MMO, but the graphics are good and the community is fun. It is definitely Sony's best MMO.

Tons of stuff to explore and do, plus the style of architecture and areas really makes the game cool. I love exploring the deserts and going to sky islands. At first it can be like "oh this is stupid and boring", which is probably due to the non exciting tutorial area, which I hate. Once you reach level 20 or so, you get to start going to dungeons and other cool places. Unlike most MMOs, the world isn't either too bright, too dark, too soft, too gothic, and so on. The game blends all the styles and each island or zone or dungeon has its own unique appearence.


The Echos of Faydwer expansion adds a steampunk sort of feel with a mixture of some kind of magical environment.



But graphics are not everything. I sound like I am writing an essay listing reasons why to play, but try to deal with it. I am trying to cram an entire game with about 9 expansion packs and over 200 zones, thousands of quests, and easily over 100 special feature type abilities (mining, crafting, factions, lore collecting) into a readable explanation.

The guilds are usually active depending on which one you join. If people joined, I would make a guild with them, but you need at least 7 people to form one, which is nice because you don't get a lot of "join halo fanclub giuld plz its rlly cool." The majority (90%) of players are helpful and choose not to be deliberate richards.

House designing is cool as well as armor making and such. Each class and subclass has their own unique abilities that make  he one thing I really like about ti though is the way it isn't all cramped down. When you play runescape, you can name every item you see, every spell that is cast, every major enemy and dungeon. You don't go "Woah! What weapon is this guy using! Where did he get it!" In Everquest, it is pretty much the opposite.

There are so many different zones and bosses that all the dungeons and zones are impossible to take on all in one leveling up sequence (leveling up from 1-80 and then stopping). Every boss, named, legendary, whatever you want to call it, has its own distinct challenge making it harder than the rest, not just some monster with some gothic name (Lord darkheart the depressed) with too high HP.

Again, I am trying to cram tons of info into one topic.

109
Modification Help / Add-on crashing others
« on: May 04, 2010, 08:25:23 AM »
My scorpion tank crashes people and I do not know why. When I spawn it, people crash or get invalid packet ghost object errors, according to what they say. This also occured with my APC vehicle, people claimed to have crashed with it. The one thing I find similar that could cause it is this
Code: [Select]
   // Setup the car with some defaults tires & springs
   for(%i = 0; %i < %this.numWheels; %i++)
   {
      %obj.setWheelTire(%i, %this.defaultTire);
      %obj.setWheelSpring(%i, %this.defaultSpring);
   }
   //Multiple wheels
   %obj.setWheelSteering(0,1);
   %obj.setWheelSteering(1,1);
   %obj.setWheelSteering(2,1);
   %obj.setWheelSteering(3,1);
   %obj.setWheelSteering(4,0);
   %obj.setWheelSteering(5,0);


   //Spring
   %obj.setWheelPowered(0,true);
   %obj.setWheelPowered(1,true);
   %obj.setWheelPowered(2,true);
   %obj.setWheelPowered(3,true);
   %obj.setWheelPowered(4,true);
   %obj.setWheelPowered(5,true);
But I do not know why.

110
Suggestions & Requests / Clear bricks- BL_ID????
« on: April 29, 2010, 03:17:53 PM »
This is kind of annoying. When I save bricks and load them and load trust, I hate seeing BL_ID: ?????          31

When you save the bricks, the brick owner's name should go in a text file, so when you load them again, the brick owner's name will appear instead of just their ID.

111
Suggestions & Requests / Unable to load - Weapon_something/File.dts
« on: April 22, 2010, 06:36:21 PM »
This is really annoying. It states I am unable to load a dts shape for a weapon. This happens on almost all servers I visit and I keep item shapes on so I can tell which weapons I am picking up. In V15, can you make it so if the object is unloadable, have it echo in the console but just skip over it. I hate how one corrupt file blocks me from loading the rest of the weapons.

112
Off Topic / 0xc000000f
« on: April 15, 2010, 06:55:37 PM »
Another computer problem. I get that error
0xc000000f
It says it cant file file/boot/BCD or there is a problem with boot/BCD. If I put in the install disk (which I am not sure is an install disk, the computer repair place in california left it there by accident I guess when they were fixing it. It says Vista HmPr. 3264 on the disk.) I get the option to install windows or repair my computer.

I cannot repair due to it giving hard disk errors, but I am sure there is almost nothing wrong with my hard disk, because if I hit install windows, it acts me to look for drivers, which shows me my C: drive and it still has all my stuff on it.

Can someone help me out? I used google as well but I do not feel like registering for 50 tech support forums that won't help me that much at all. ALso, tommorow my dad will help fix it so maybe I can get progress then.

113
Modification Help / Rounding
« on: April 07, 2010, 06:56:35 PM »
I am making something for my RPG that makes it so you need lumber to build, but the problem is that I use a system that detects a brick's size and calculates the wood needed equivalent, then divides it to get the amount of wood needed. Most of the values are in the decimal point area, so how would I make it round it to remove the decimals.

114
Off Topic / Youtube's change?
« on: April 01, 2010, 07:37:18 PM »
Sorry, late here, locking. My fault on a major scale.

115
Modification Help / Spread ontrigger
« on: March 29, 2010, 05:00:56 PM »
I have yet to do this correctly.
Code: [Select]
  function armor::onTrigger(%this, %obj, %triggerNum, %val)
   {
      %mount = %obj.getObjectMount();

      //hack so we can shoot if we are a tank turret
      if(%obj.getDataBlock().getID() == HumveeMGTurretPlayer.getID())
         %mount = %obj;

      if(isObject(%mount))
      {
         if(%mount.getDataBlock() == HumveeMGTurretPlayer.getId() && %triggerNum == 0 && %val)
         {
            %client = %obj.client;
            if(isObject(%client))
               ServerCmdUnUseTool(%client);

            if(getSimTime() - %obj.lastShotTime < 300)
               return;

//START THE TEST
%spread = 0.0005;
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%velocity = MatrixMulVector(%mat, %velocity);
//STOP THE TEST
           
            %scaleFactor = getWord(%mount.getScale(), 2);
            %p = new Projectile()
            {
               dataBlock = gunProjectile;
               initialPosition = %mount.getSlotTransform(1);
               initialVelocity = %velocity;
               sourceObject = %obj;
               client = %obj.client;
               sourceSlot = 0;
               originPoint = %mount.getSlotTransform(1);
            };
            MissionCleanup.add(%p);
            %p.setScale(%scaleFactor SPC %scaleFactor SPC %scaleFactor);



            serverPlay3D(HumveeMGFireSound,%obj.getPosition());
         
           
           
           
            %obj.lastShotTime = getSimTime();

            return;
         }
      }
     
      Parent::onTrigger(%this,%obj,%triggerNum,%val);
   }
Can someone fix this up. I have no clue have vectors, velocity, and any of that works.

116
General Discussion / Tactical Fort Wars
« on: March 27, 2010, 07:29:14 PM »
I have never had more fun in blockland. The idea is working together, that is what this is based on. The TDM is not loaded with every type of weapon possible. Every hour or so, you get another weapon.
Squad Warfare
This is the main focus. The map is dark, meaning you have much more opportunity to be stealthy. What are squads? Squads are just groups you form with other players. You cannot succeed on this server alone. You pick your squad based on the mission you are trying to accomplish. Don't bring your heavy machine gunner on a recon spying mission.

Example of squad teamwork: (This is a real example, ask Chaseyqurt, none of the following is made up)
We went in a helicopter, me, Chasey, Phlack, Midnight, and some others. The objective was simple, execute a stealth operation, and do not get seen. We landed the helicopter in the shadows and stayed low. Someone stayed back to provide overwatch with a SG 550 while me, chasey, and the others got closer. I ordered everyone to not shoot unless I say and to shoot on bullet, then put the gun away, to keep stealthy. As a patrol of 2 approached, I did a 3 2 1 countdown and we each fired a bullet, then put our guns away, since the gun's handle grip glows white in the dark. We eliminated people one by one sticking with the same 1 2 3 plan. We crept into their base and unleashed fire. After scoring about 10 points, we started losing men. Me, midnight, and Phlack fell back, while waiting for Chasey to bring the heli and pick us up. Phlack died in combat and only me and midnight were left. Chasey could not pick us up due to the "LZ being too hot with combat" so we had to walk to the other end of the roof. There he picked us up, and took us back to the base.












117
Help / Vehicle limit it 10?
« on: March 26, 2010, 07:40:49 PM »
To me, I can't spawn more than 10 physics vehicles. Was it changed from the max limit of 20 to a new max limit of 10?

118
Modification Help / Set look limits breaking turret
« on: March 26, 2010, 05:33:53 PM »
Code: [Select]
   function armor::onMount(%this,%obj,%col,%slot)
   {
      Parent::onMount(%this,%obj,%col,%slot);
      if(%col.getDataBlock() == HumveeGVehicle.getId())
      {
         if(%slot $= 4)
         {
    echo("Placeholder");
            //%obj.setLookLimits(1,0);
         }



      }
      else if(%col.getDataBlock() == HumveeGTurretPlayer.getId())
      {
         %client = %obj.client;
         if(isObject(%client))
            ServerCmdUnUseTool(%client);
      }
   }

Code: [Select]
function HumveeFire(%this, %obj, %triggerNum, %val,%mount)
{
   %mount = %obj.getObjectMount();
   %client = %obj.client;
   if(isObject(%client))
      ServerCmdUnUseTool(%client);

   if(getSimTime() - %obj.lastShotTime < 2500)
      return;

   %scaleFactor = getWord(%mount.getScale(), 2);
   %p = new Projectile()
   {
      dataBlock       = HumveeGrenadeProjectile;
      initialPosition = %mount.getEyeTransform();
      initialVelocity = vectorScale(%mount.getMuzzleVector(0), %mount.shotpower * 5.5 * %scaleFactor);
      sourceObject    = %obj;
      client          = %obj.client;
      sourceSlot      = 0;
      originPoint     = vectorAdd( %mount.getEyeTransform(), vectorScale(%mount.getEyeVector(), 3) );
   };
   MissionCleanup.add(%p);
   %p.setScale(%scaleFactor SPC %scaleFactor SPC %scaleFactor);


   serverPlay3D(HumveeGrenadeFireSound, %obj.getPosition());

   %obj.lastShotTime = getSimTime();
}

function HumveeStrengthLoop(%obj)
{
cancel(%obj.stsched);

%obj.ShotPower += 1;
   
   %client = %obj.getControllingClient();
   if(isObject(%client))
      bottomprintHumveeStrength(%client, %obj.shotpower);

if(%obj.ShotPower >= 10)
return;

%obj.stsched = schedule(200, %obj, Humveestrengthloop, %obj);


}

function bottomprintHumveeStrength(%client, %amount)
{
   %per = %amount * 2;
   %maxcounters = 20;
   %foo = %maxcounters - %per;
   %char = "|";for(%a =0; %a<%per; %a++){%fchar = %char @ %fchar;}
   %char2 = "|";for(%b =0; %b<%foo; %b++){%ftchar = %char2 @ %ftchar;}
   bottomprint(%client, "<just:center><color:FF0000>Power <color:FFFFFF>:<color:FFFF00>" @ %fchar @ "<color:000000>" @%ftchar, 1, 1);
}
The problem is that the turret looks up and down fine, but fires from the same point.

If I look up, the turret will still fire straight out.
When the look limits are commented, the turret moves up and down barely, a little less than the pirate cannon's aim, but shoots good.

When I uncomment the setlooklimits, it moves up and down, but fires like it can only move a tiny bit up and down. Sort of like invisible paramters are blocking it from firing higher.

This may sound weird, so I provided a terrible diagram to help explain.

The following may help as well:
Code: [Select]
datablock TSShapeConstructor(HumveeGTurretDts)
{
baseShape  = "./HumveeGTurret.dts";
sequence0  = "./t_root.dsq root";

sequence1  = "./t_root.dsq run";
sequence2  = "./t_root.dsq walk";
sequence3  = "./t_root.dsq back";
sequence4  = "./t_root.dsq side";

sequence5  = "./t_root.dsq crouch";
sequence6  = "./t_root.dsq crouchRun";
sequence7  = "./t_root.dsq crouchBack";
sequence8  = "./t_root.dsq crouchSide";

sequence9  = "./t_look.dsq look";
sequence10 = "./t_root.dsq headside";
sequence11 = "./t_root.dsq headUp";

sequence12 = "./t_root.dsq jump";
sequence13 = "./t_root.dsq standjump";
sequence14 = "./t_root.dsq fall";
sequence15 = "./t_root.dsq land";

sequence16 = "./t_root.dsq armAttack";
sequence17 = "./t_root.dsq armReadyLeft";
sequence18 = "./t_root.dsq armReadyRight";
sequence19 = "./t_root.dsq armReadyBoth";
sequence20 = "./t_root.dsq spearready"; 
sequence21 = "./t_root.dsq spearThrow";

sequence22 = "./t_root.dsq talk"; 

sequence23 = "./t_root.dsq death1";

sequence24 = "./t_root.dsq shiftUp";
sequence25 = "./t_root.dsq shiftDown";
sequence26 = "./t_root.dsq shiftAway";
sequence27 = "./t_root.dsq shiftTo";
sequence28 = "./t_root.dsq shiftLeft";
sequence29 = "./t_root.dsq shiftRight";
sequence30 = "./t_root.dsq rotCW";
sequence31 = "./t_root.dsq rotCCW";

sequence32 = "./t_root.dsq undo";
sequence33 = "./t_root.dsq plant";

sequence34 = "./t_root.dsq sit";

sequence35 = "./t_root.dsq wrench";
};   







datablock PlayerData(HumveeGTurretPlayer)
{

   renderFirstPerson = true;
   emap = false;
   
   className = Armor;
   shapeFile = "./HumveeGTurret.dts";
   cameraMaxDist = 15;
   cameraTilt = 0.261;
   cameraVerticalOffset = 5.3;
   computeCRC = false;
 
   canObserve = true;
   cmdCategory = "Clients";

   cameraDefaultFov = 90.0;
   cameraMinFov = 5.0;
   cameraMaxFov = 120.0;
   
   //debrisShapeName = "~/data/player/debris_player.dts";
   //debris = horseDebris;

   aiAvoidThis = true;

   minLookAngle = -1.5708;
   maxLookAngle = 0;
   maxFreelookAngle = 3.0;

   mass = 200;
   drag = 10;
   maxdrag = 0.52;
   density = 0.7;
   maxDamage = 250;
   maxEnergy =  10;
   repairRate = 0.33;
   energyPerDamagePoint = 75.0;

   rechargeRate = 0.4;

   runForce = 0 * 0;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   maxForwardSpeed = 0;
   maxBackwardSpeed = 0;
   maxSideSpeed = 0;

   maxForwardCrouchSpeed = 0;
   maxBackwardCrouchSpeed = 0;
   maxSideCrouchSpeed = 0;

   maxForwardProneSpeed = 0;
   maxBackwardProneSpeed = 0;
   maxSideProneSpeed = 0;

   maxForwardWalkSpeed = 0;
   maxBackwardWalkSpeed = 0;
   maxSideWalkSpeed = 0;

   maxUnderwaterForwardSpeed = 0;
   maxUnderwaterBackwardSpeed = 0;
   maxUnderwaterSideSpeed = 0;

   jumpForce = 0 * 0; //8.3 * 90;
   jumpEnergyDrain = 0;
   minJumpEnergy = 0;
   jumpDelay = 0;

   minJetEnergy = 0;
jetEnergyDrain = 0;
canJet = 0;

   recoverDelay = 0;
   recoverRunForceScale = 1.2;

   minImpactSpeed = 250;
   speedDamageScale = 3.8;

   boundingBox = vectorScale("2.5 2.5 1.7", 4);
   crouchBoundingBox = vectorScale("2.5 2.5 1.7", 4);
   proneBoundingBox = vectorScale("2.5 2.5 1.7", 4);

   pickupRadius = 0.75;
   
   // Damage location details
   boxNormalHeadPercentage       = 0.83;
   boxNormalTorsoPercentage      = 0.49;
   boxHeadLeftPercentage         = 0;
   boxHeadRightPercentage        = 1;
   boxHeadBackPercentage         = 0;
   boxHeadFrontPercentage        = 1;

   // Foot Prints
   //decalData   = HorseFootprint;
   //decalOffset = 0.25;


   jetEmitter = playerJetEmitter;
   jetGroundEmitter = playerJetGroundEmitter;
   jetGroundDistance = 4;
 
   //footPuffEmitter = LightPuffEmitter;
   footPuffNumParts = 10;
   footPuffRadius = 0.25;

   //dustEmitter = LiftoffDustEmitter;

   splash = PlayerSplash;
   splashVelocity = 4.0;
   splashAngle = 67.0;
   splashFreqMod = 300.0;
   splashVelEpsilon = 0.60;
   bubbleEmitTime = 0.1;
   splashEmitter[0] = PlayerFoamDropletsEmitter;
   splashEmitter[1] = PlayerFoamEmitter;
   splashEmitter[2] = PlayerBubbleEmitter;
   mediumSplashSoundVelocity = 10.0;   
   hardSplashSoundVelocity = 20.0;   
   exitSplashSoundVelocity = 5.0;

   // Controls over slope of runnable/jumpable surfaces
   runSurfaceAngle  = 85;
   jumpSurfaceAngle = 86;

   minJumpSpeed = 20;
   maxJumpSpeed = 30;

   horizMaxSpeed = 68;
   horizResistSpeed = 33;
   horizResistFactor = 0.35;

   upMaxSpeed = 80;
   upResistSpeed = 25;
   upResistFactor = 0.3;
   
   footstepSplashHeight = 0.35;

   //NOTE:  some sounds commented out until wav's are available

   JumpSound = HorseJumpSound;

   // Footstep Sounds
   //FootSoftSound        = HorseFootFallSound;
   //FootHardSound        = HorseFootFallSound;
   //FootMetalSound       = HorseFootFallSound;
   //FootSnowSound        = HorseFootFallSound;
   //FootShallowSound     = HorseFootFallSound;
   //FootWadingSound      = HorseFootFallSound;
   //FootUnderwaterSound  = HorseFootFallSound;
   //FootBubblesSound     = FootLightBubblesSound;
   //movingBubblesSound   = ArmorMoveBubblesSound;
   //waterBreathSound     = WaterBreathMaleSound;

   //impactSoftSound      = ImpactLightSoftSound;
   //impactHardSound      = ImpactLightHardSound;
   //impactMetalSound     = ImpactLightMetalSound;
   //impactSnowSound      = ImpactLightSnowSound;
   
   //impactWaterEasy      = ImpactLightWaterEasySound;
   //impactWaterMedium    = ImpactLightWaterMediumSound;
   //impactWaterHard      = ImpactLightWaterHardSound;
   
   groundImpactMinSpeed    = 10.0;
   groundImpactShakeFreq   = "4.0 4.0 4.0";
   groundImpactShakeAmp    = "1.0 1.0 1.0";
   groundImpactShakeDuration = 0.8;
   groundImpactShakeFalloff = 10.0;
   
   //exitingWater         = ExitingWaterLightSound;
   
   observeParameters = "0.5 4.5 4.5";

   // Inventory Items
maxItems   = 10; //total number of bricks you can carry
maxWeapons = 5; //this will be controlled by mini-game code
maxTools = 5;

uiName = "Grenade Turret";
rideable = true;
   lookUpLimit = 0.6;
   lookDownLimit = 0.1;

canRide = false;
showEnergyBar = false;
paintable = true;

brickImage = horseBrickImage; //the imageData to use for brick deployment

   numMountPoints = 1;
   mountThread[0] = "sit";

   //protection for passengers
   protectPassengersBurn   = true;  //protect passengers from the burning effect of explosions?
   protectPassengersRadius = false;  //protect passengers from radius damage (explosions) ?
   protectPassengersDirect = false; //protect passengers from direct damage (bullets) ?
};

119
Off Topic / Send me blender
« on: March 25, 2010, 02:25:01 PM »
Can someone email me the .zip of blender? I need it for a school project and I cannot install it from school. It works if you send me the zip. I need version 2.49. My email is in my profile. When i get it, I will lock this. Please post when you sent it. Get it at blender.org, install it, zip the folder it is installed in, and send it.

120
Modification Help / Schedules
« on: March 21, 2010, 10:30:57 AM »
How would I get a schedule to work? I am making a vehicle play and animation before launching a projectile.
Code: [Select]
package RamonClick_Pack
{
function armor::onTrigger(%db,%obj,%slot,%val)
{
if(%obj.getClassName()$="Player")
{
if(%slot==0)
{
if(%val)
{
if($Sim::Time<%obj.client.ROC_LastFireTime)
{
return;
}
}

%mnt= %obj.getObjectMount();
if(!isObject(%mnt))
{
return;
}
%mnt.playThread(0,Ram);
//Below is the schedule I need help on.
%obj.schedule(1000, "ROC_Shoot(%slot,%val)");
//%obj.ROC_Shoot(%slot,%val);
}
}
return Parent::onTrigger(%db,%obj,%slot,%val);
}
};
ActivatePackage(RamonClick_Pack);
I want the schedule to call this function.
Code: [Select]
function Player::ROC_Shoot(%obj,%slot,%val)
It also seems that it plays the animation when I click the mouse, then plays it again when I release it, can this be fixed as well.

Pages: 1 ... 3 4 5 6 7 [8] 9 10 11 12 13 ... 35